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  1. Hi James, may I tell you here that you are missing preview images for your furniture for review :).
  2. (5:45:20 AM) JamesStallings:
  3. WHich one?
  4. (5:45:29 AM) JamesStallings:
  5. the radio?
  6. (5:45:33 AM) AllenX:
  7. Suburbs of Goa: Streaming Radio
  8. (5:45:36 AM) AllenX:
  9. yeah
  10. (5:45:38 AM) JamesStallings:
  11. Ahh yes
  12. (5:45:52 AM) JamesStallings:
  13. Ok I will fix that up and resubmit it just shortly
  14. (5:46:24 AM) AllenX:
  15. thx :)
  16. (5:46:33 AM) JamesStallings:
  17. Thank you Allen :)
  18. (5:48:24 AM) AllenX:
  19. You might want to check the position for it as well, it is half under the floor when place it :).
  20. (5:48:59 AM) JamesStallings:
  21. TBH I can make no sense of what makes a piece of furniture align vertically.
  22. (5:50:35 AM) JamesStallings:
  23. if you can tell me clearly how that's done you'll be the first
  24. (5:54:02 AM) AllenX:
  25. Let me check.
  26. (5:56:36 AM) JamesStallings:
  27. I presently have my terrain slotted in the room floor component. The radio seems to spawn with it's geometric center aligned to it.
  28. (5:59:52 AM) AllenX:
  29. yeah, weird.hmm.
  30. (6:00:08 AM) JamesStallings:
  31. it's how everything I spawn works.
  32. (6:00:44 AM) JamesStallings:
  33. no one has been able to tell me, 'when you spawn an object, it will snap to the room floor component according to...'
  34. (6:01:21 AM) JamesStallings:
  35. what, the bottom of the object? (logic would hope). The center of the object? top? some random small distance above the floor?
  36. (6:02:17 AM) JamesStallings:
  37. the furniture bundle I did, all five pieces had to be wrapped in empties and then adjusted above the floor at various heights to cause them to spawn right on the floor. Each is at a different phyical offset from the empty.
  38. (6:02:30 AM) JamesStallings:
  39. That's really a pretty non-intuitive way of doing things.
  40. (6:03:43 AM) Adam:
  41. 'when you spawn an object, it will snap to the room floor component according to...' - it's the origin of the object
  42. (6:03:55 AM) Adam:
  43. That is to say, each object has a origin, it should be snapping to the floor based on that origin.
  44. (6:04:01 AM) JamesStallings:
  45. my solution since is to let it fall where it may, spawned with 'Alt' pressed, and then adjusted into final position, again with the Alt pressed.
  46. (6:04:07 AM) Adam:
  47. so the origin needs to be in the X/Z center, and Y floor
  48. (6:04:14 AM) Adam:
  49. so the "middle, on the floor" of the object.
  50. (6:04:50 AM) JamesStallings:
  51. but it's not even the middle, unless you build the object around 0,0,0
  52. (6:05:42 AM) JamesStallings:
  53. Some of the items I actually built in unity; this radio for instance
  54. (6:05:51 AM) JamesStallings:
  55. never saw a 3d program otherwise
  56. (6:06:12 AM) JamesStallings:
  57. it's a box, three cyclinders, and some materials ;)
  58. (6:06:24 AM) AllenX:
  59. It should not be necessary to offset to the parrent object to make it above the floor.
  60. (6:06:26 AM) Adam:
  61. I can possibly add some repositioning tools to the editor in a future update, which might make that easier.
  62. (6:06:35 AM) JamesStallings:
  63. I built it before we had the bugs ironed out of importing blender objects
  64. (6:06:37 AM) Adam:
  65. Allen: if the object is centered, I think it should?
  66. (6:06:53 AM) Adam:
  67. err centered around 0,0,0 instead of floor-on-0,0,0
  68. (6:07:31 AM) JamesStallings:
  69. I went back and cerntered all the furniture in the bundles, per the instructions in Rohan's tutorial. It still did not work so cleanly.
  70. (6:07:58 AM) Adam:
  71. Alright, gimme a few - I've got a few things I need to whack today, I can look at making the position adjustable on the furniture component
  72. (6:08:00 AM) Adam:
  73. that might make it easier.
  74. (6:08:47 AM) JamesStallings:
  75. seems like the thing to do would be to calculate the distance to the outermost -Y facing extremity of the mesh and index it to the top surface of the room floor accordingly
  76. (6:09:11 AM) JamesStallings:
  77. then you simply spawn on the floor, regardless of asset origin
  78. (6:09:59 AM) Adam:
  79. That may not always be optimal actually; but I think it would be a good default behaviour.
  80. (6:10:11 AM) Adam:
  81. things like trees and so forth you often want to partially bury
  82. (6:10:14 AM) AllenX:
  83. I guess it should be the main collider's center should be 0,0,0?
  84. (6:10:22 AM) JamesStallings:
  85. Yeah because what's happening now is seriously confusing
  86. (6:10:26 AM) Adam:
  87. Allen: main colliders center-on-floor.
  88. (6:10:58 AM) JamesStallings:
  89. indexing anything in the scene to the objects center will require later repositioning or editing of the object to manually place it's origin
  90. (6:11:41 AM) JamesStallings:
  91. also
  92. (6:11:46 AM) JamesStallings:
  93. about the floorplan tools
  94. (6:12:00 AM) JamesStallings:
  95. on a studio monitor, they leave you almost no room to position objects
  96. (6:12:22 AM) JamesStallings:
  97. they are over large and spread along the wrong axis (horizontal vs. vertical)
  98. (6:12:39 AM) JamesStallings:
  99. there's a reason those sorts of tools are tiny in e.g., blender or unity
  100. (6:13:16 AM) JamesStallings:
  101. the process that actually snaps objects to the floor is very sensitive about where on the available space you can place the object; it's often behind the camera
  102. (6:13:20 AM) Adam:
  103. I think they might scale with screen size, so might be a resolution issues.
  104. (6:13:39 AM) JamesStallings:
  105. I'm on a pair of 22" studio monitors at max resolution for my card
  106. (6:13:46 AM) JamesStallings:
  107. at 950TI
  108. (6:13:51 AM) Adam:
  109. Yeah wondering if the scale needs to not do that
  110. (6:13:52 AM) JamesStallings:
  111. *a 950Ti
  112. (6:13:57 AM) Adam:
  113. what resolution are you on?
  114. (6:14:08 AM) JamesStallings:
  115. as high as I can crank it
  116. (6:14:13 AM) Adam:
  117. Do you know what that is?
  118. (6:14:30 AM) JamesStallings:
  119. >2000x>1000 at a guess, lemme poke at stuff
  120. (6:15:47 AM) JamesStallings:
  121. o.O
  122. (6:15:54 AM) JamesStallings:
  123. 1920x1080 on the left one
  124. (6:16:08 AM) JamesStallings:
  125. 1680 x 1050 on the right one
  126. (6:16:18 AM) JamesStallings:
  127. not as much as I thought >.<
  128. (6:16:44 AM) Adam:
  129. 1920 is pretty common, but yes. I suspect I know what the issue is there
  130. (6:16:48 AM) Adam:
  131. can you log this on the forum, both issues
  132. (6:16:55 AM) JamesStallings:
  133. yes
  134. (6:16:56 AM) Adam:
  135. so I dont forget (today is gonna be a bit crazy I suspect.)
  136. (6:17:03 AM) JamesStallings:
  137. no problem bub
  138. (6:17:15 AM) JamesStallings:
  139. I'll take care of that first thing when I get busy
  140. (6:18:22 AM) JamesStallings:
  141. Here's what it looks like on my screen:
  142. (6:18:32 AM) JamesStallings:
  143. https://gyazo.com/713667bbf3d8f1d426df773d9c4c75aa
  144. (6:18:55 AM) JamesStallings:
  145. if all of that were just vertical it'd make a huge difference
  146. (6:19:10 AM) Adam:
  147. Ah, not what I thought you were referencing
  148. (6:19:13 AM) Adam:
  149. but yes, forum please (with the pic!)
  150. (6:19:13 AM) JamesStallings:
  151. also one suggestion about a feature to add to this
  152. (6:19:31 AM) JamesStallings:
  153. drag from inventory windo to 'objects in area' panel
  154. (6:19:56 AM) Adam:
  155. Yeah we're looking into additional drag/drop mechanics at the moment, I lookeda t the code to see if we could get plain ol drop-inworld
  156. (6:20:09 AM) JamesStallings:
  157. for a long time I thought this simply didn't work as I couldn't get an object placed until I tried it three or four times
  158. (6:20:26 AM) JamesStallings:
  159. yeah that would really be the solution
  160. (6:20:36 AM) JamesStallings:
  161. then only bust out these placement tools for finer work
  162. (6:21:03 AM) Adam:
  163. Yeah that we're looking into, should hopefully be doable, the code looked straight forward, but I got pulled into a ton of other stuff this week
  164. (6:22:35 AM) JamesStallings:
  165. oh yeah, I been living with this a while, it wont cramp to to carry on
  166. (6:22:56 AM) JamesStallings:
  167. but since I had Allen telling me about positioning, I knew I had some engineering attention ;)
  168. (6:23:13 AM) Adam:
  169. We're testing a viewer patch heh
  170. (6:24:12 AM) JamesStallings:
  171. the placement of the tools wouldn't be so bad, except that cant the windows cant be moved and resized, and the inworld camera is very pushy about where it sits, so you cant just free cam around to a better view of what you're doing. Well, you can, but it'll snap back where it was as soon as you do anything else.
  172. (6:24:39 AM) JamesStallings:
  173. sorry my wife came in and interrupted, you can see about where in that sentence lol
  174. (6:25:42 AM) JamesStallings:
  175. we need an 'expert camera mode'. baically that just leaves the camera be when it's ticked
  176. (6:27:00 AM) JamesStallings:
  177. it's pretty much a requirement for fine placing anything or fine examination
  178. (6:27:13 AM) Adam:
  179. That's actually the fly through mode at the top
  180. (6:30:13 AM) JamesStallings:
  181. yeah
  182. (6:30:24 AM) JamesStallings:
  183. I love that actually, on a small region
  184. (6:31:02 AM) JamesStallings:
  185. but with a 4096m room floor plan, it really sucks when it zooms off to 0,0 over the terrain and I need to work a km or two inland
  186. (6:31:23 AM) JamesStallings:
  187. takes literally minutes to fly the cam back out to what I'm doing
  188. (6:31:54 AM) JamesStallings:
  189. I guess these are the sorts of things you only find out are problematic when someone is really trying to use the tools
  190. (6:38:01 AM) JamesStallings:
  191. I'll be making a lot more furniture, am pretty much in the process of it, along with everything else
  192. (6:38:10 AM) JamesStallings:
  193. but these things do slow me waaaaaay down
  194. (6:38:45 AM) JamesStallings:
  195. ok forum post, gotta go a hunting through my tabs heh.
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